add versions to snakes and read it in server class

This commit is contained in:
2026-04-03 19:57:55 +02:00
parent 013ac98821
commit 0a3db6ba57
8 changed files with 499 additions and 444 deletions
+211 -208
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@@ -1,246 +1,249 @@
from snakes.TemplateSnake import TemplateSnake
class MasterSnake(TemplateSnake):
def __init__(self):
super().__init__()
self.name = "MasterSnake"
self.disabled_find_near_by_food = True
VERSION = "1.2.0"
def is_food_nearby(self, head, food_positions):
for food in food_positions:
if abs(head['x'] - food['x']) <= 1 and abs(head['y'] - food['y']) <= 1:
return True
return False
def __init__(self):
super().__init__()
self.name = "MasterSnake"
self.version = self.VERSION
self.disabled_find_near_by_food = True
def avoid_snake_body(self, snakes, board_width, board_height):
# Konvertiere die Körperpositionen der Schlangen in ein Set von Tupeln für schnellen Zugriff
body_positions = set()
for snake in snakes:
for part in snake['body']:
body_positions.add((part['x'], part['y']))
def is_food_nearby(self, head, food_positions):
for food in food_positions:
if abs(head['x'] - food['x']) <= 1 and abs(head['y'] - food['y']) <= 1:
return True
return False
# Implementiere die Logik, um Positionen zu finden, die nicht von Schlangenkörpern belegt sind
safe_positions = self.find_safe_positions(body_positions, board_width, board_height)
return safe_positions
def avoid_snake_body(self, snakes, board_width, board_height):
# Konvertiere die Körperpositionen der Schlangen in ein Set von Tupeln für schnellen Zugriff
body_positions = set()
for snake in snakes:
for part in snake['body']:
body_positions.add((part['x'], part['y']))
def find_safe_positions(self, body_positions, board_width, board_height):
# Finde sichere Positionen basierend auf den Körperpositionen und der Größe des Spielbretts
safe_positions = []
for x in range(board_width): # Nutze die tatsächliche Breite des Spielbretts
for y in range(board_height): # Nutze die tatsächliche Höhe des Spielbretts
if (x, y) not in body_positions:
safe_positions.append({'x': x, 'y': y})
return safe_positions
# Implementiere die Logik, um Positionen zu finden, die nicht von Schlangenkörpern belegt sind
safe_positions = self.find_safe_positions(body_positions, board_width, board_height)
return safe_positions
def choose_move(self, game_data):
board_width = game_data['board']['width']
board_height = game_data['board']['height']
snakes = game_data['board']['snakes']
my_snake = game_data['you']
my_head = my_snake['head']
def find_safe_positions(self, body_positions, board_width, board_height):
# Finde sichere Positionen basierend auf den Körperpositionen und der Größe des Spielbretts
safe_positions = []
for x in range(board_width): # Nutze die tatsächliche Breite des Spielbretts
for y in range(board_height): # Nutze die tatsächliche Höhe des Spielbretts
if (x, y) not in body_positions:
safe_positions.append({'x': x, 'y': y})
return safe_positions
# Vermeide Schlangenkörper
safe_positions = self.avoid_snake_body(snakes, board_width, board_height)
def choose_move(self, game_data):
board_width = game_data['board']['width']
board_height = game_data['board']['height']
snakes = game_data['board']['snakes']
my_snake = game_data['you']
my_head = my_snake['head']
# Finde die nächstgelegene Nahrungsquelle, wenn Nahrung vorhanden ist
try:
if self.is_food_nearby(my_head, game_data['board']['food']) or self.disabled_find_near_by_food:
path_to_food = self.find_path_to_food(game_data)
if path_to_food:
# Implementiere Logik, um in Richtung der Nahrungsquelle zu bewegen, falls sicher
move = self.move_towards(my_head, path_to_food[0], safe_positions)
self.add_to_history({"my_head": my_head, "path_to_food": path_to_food, "move": move})
else:
# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn keine Nahrung vorhanden ist
move = self.find_direction(my_head, safe_positions)
self.add_to_history({"my_head": my_head, "move": move})
else:
# Wenn keine Nahrung in der Nähe ist, bewege dich in eine Richtung, die dich nahe an deinem eigenen Körper hält
move = self.find_direction(my_head, safe_positions)
self.add_to_history({"my_head": my_head, "move": move})
except ValueError:
move = self.find_direction(my_head, safe_positions)
self.add_to_history({"my_head": my_head, "move": move})
# Vermeide Schlangenkörper
safe_positions = self.avoid_snake_body(snakes, board_width, board_height)
# Finde den größten sicheren Bereich
max_area_start, max_area = self.flood_fill(my_head, safe_positions)
# Wenn der Schwanz der Schlange im größten sicheren Bereich liegt, bewege dich in Richtung des Schwanzes
my_tail = (my_snake['body'][-1]['x'], my_snake['body'][-1]['y']) # Convert to tuple
if my_tail in max_area:
move = self.move_towards(my_head, my_tail, safe_positions)
# Überprüfe zukünftige Bewegungen, um Sackgassen zu vermeiden
move = self.avoid_dead_ends(my_head, move, safe_positions, snakes)
# Finde die nächstgelegene Nahrungsquelle, wenn Nahrung vorhanden ist
try:
if self.is_food_nearby(my_head, game_data['board']['food']) or self.disabled_find_near_by_food:
path_to_food = self.find_path_to_food(game_data)
if path_to_food:
# Implementiere Logik, um in Richtung der Nahrungsquelle zu bewegen, falls sicher
move = self.move_towards(my_head, path_to_food[0], safe_positions)
self.add_to_history({"my_head": my_head, "path_to_food": path_to_food, "move": move})
else:
# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn keine Nahrung vorhanden ist
move = self.find_direction(my_head, safe_positions)
self.add_to_history({"my_head": my_head, "move": move})
else:
# Wenn keine Nahrung in der Nähe ist, bewege dich in eine Richtung, die dich nahe an deinem eigenen Körper hält
move = self.find_direction(my_head, safe_positions)
self.add_to_history({"my_head": my_head, "move": move})
except ValueError:
move = self.find_direction(my_head, safe_positions)
self.add_to_history({"my_head": my_head, "move": move})
return move
# Finde den größten sicheren Bereich
max_area_start, max_area = self.flood_fill(my_head, safe_positions)
# Wenn der Schwanz der Schlange im größten sicheren Bereich liegt, bewege dich in Richtung des Schwanzes
my_tail = (my_snake['body'][-1]['x'], my_snake['body'][-1]['y']) # Convert to tuple
if my_tail in max_area:
move = self.move_towards(my_head, my_tail, safe_positions)
def move_towards(self, head, target, safe_positions):
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
best_direction = None
min_distance = float('inf')
min_distance_to_body = float('inf')
body_positions = set((pos['x'], pos['y']) for pos in safe_positions[:-1]) # Exclude the head from body positions
# Überprüfe zukünftige Bewegungen, um Sackgassen zu vermeiden
move = self.avoid_dead_ends(my_head, move, safe_positions, snakes)
self.add_to_history({"my_head": my_head, "move": move})
for direction, (dx, dy) in directions.items():
next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
if next_position in safe_positions:
distance = abs(target[0] - next_position['x']) + abs(target[1] - next_position['y'])
distance_to_body = sum(abs(part[0] - next_position['x']) + abs(part[1] - next_position['y']) for part in body_positions)
if distance < min_distance or (distance == min_distance and distance_to_body < min_distance_to_body):
best_direction = direction
min_distance = distance
min_distance_to_body = distance_to_body
return move
return best_direction if best_direction else "up" # Default to moving up if no safe direction found
def move_towards(self, head, target, safe_positions):
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
best_direction = None
min_distance = float('inf')
min_distance_to_body = float('inf')
body_positions = set((pos['x'], pos['y']) for pos in safe_positions[:-1]) # Exclude the head from body positions
def find_path_to_food(self, game_data):
my_head = game_data['you']['head']
food_positions = game_data['board']['food']
snakes = game_data['board']['snakes']
board_width = game_data['board']['width']
board_height = game_data['board']['height']
# Exclude own snake's body from obstacles
own_snake_body = game_data['you']['body']
obstacles = set((part['x'], part['y']) for part in own_snake_body)
for snake in snakes:
if snake['id'] != game_data['you']['id']:
for part in snake['body']:
obstacles.add((part['x'], part['y']))
# Choose the closest food source based on the heuristic
closest_food = min(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
# Use A* to search for a safe path
path = self.a_star_search(my_head, closest_food, obstacles, board_width, board_height)
return path
for direction, (dx, dy) in directions.items():
next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
if next_position in safe_positions:
distance = abs(target[0] - next_position['x']) + abs(target[1] - next_position['y'])
distance_to_body = sum(abs(part[0] - next_position['x']) + abs(part[1] - next_position['y']) for part in body_positions)
if distance < min_distance or (distance == min_distance and distance_to_body < min_distance_to_body):
best_direction = direction
min_distance = distance
min_distance_to_body = distance_to_body
def a_star_search(self, start, goal, obstacles, board_width, board_height):
# Convert snake positions into a set of obstacles
# Helper functions
def is_position_safe(position):
x, y = position
return 0 <= x < board_width and 0 <= y < board_height and position not in obstacles
return best_direction if best_direction else "up" # Default to moving up if no safe direction found
def get_neighbors(position):
x, y = position
return [(nx, ny) for nx, ny in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)] if is_position_safe((nx, ny))]
def find_path_to_food(self, game_data):
my_head = game_data['you']['head']
food_positions = game_data['board']['food']
snakes = game_data['board']['snakes']
board_width = game_data['board']['width']
board_height = game_data['board']['height']
# Exclude own snake's body from obstacles
own_snake_body = game_data['you']['body']
obstacles = set((part['x'], part['y']) for part in own_snake_body)
for snake in snakes:
if snake['id'] != game_data['you']['id']:
for part in snake['body']:
obstacles.add((part['x'], part['y']))
# Choose the closest food source based on the heuristic
closest_food = min(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
# Use A* to search for a safe path
path = self.a_star_search(my_head, closest_food, obstacles, board_width, board_height)
return path
def heuristic(position, goal):
return abs(position[0] - goal[0]) + abs(position[1] - goal[1])
def a_star_search(self, start, goal, obstacles, board_width, board_height):
# Convert snake positions into a set of obstacles
# Helper functions
def is_position_safe(position):
x, y = position
return 0 <= x < board_width and 0 <= y < board_height and position not in obstacles
# Initialize start and goal positions
start = (start['x'], start['y'])
goal = (goal['x'], goal['y'])
def get_neighbors(position):
x, y = position
return [(nx, ny) for nx, ny in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)] if is_position_safe((nx, ny))]
# Initialize the open and closed list
open_set = set([start])
came_from = {}
g_score = {start: 0}
f_score = {start: heuristic(start, goal)}
def heuristic(position, goal):
return abs(position[0] - goal[0]) + abs(position[1] - goal[1])
while open_set:
current = min(open_set, key=lambda pos: f_score.get(pos, float('inf')))
if current == goal:
# Reconstruct the path
path = []
while current in came_from:
path.append(current)
current = came_from[current]
path.reverse()
return path # Return the path as a list of tuples
# Initialize start and goal positions
start = (start['x'], start['y'])
goal = (goal['x'], goal['y'])
open_set.remove(current)
for neighbor in get_neighbors(current):
tentative_g_score = g_score[current] + 1 # Distance between neighbors is always 1
if tentative_g_score < g_score.get(neighbor, float('inf')):
came_from[neighbor] = current
g_score[neighbor] = tentative_g_score
f_score[neighbor] = g_score[neighbor] + heuristic(neighbor, goal)
if neighbor not in open_set:
open_set.add(neighbor)
# Initialize the open and closed list
open_set = set([start])
came_from = {}
g_score = {start: 0}
f_score = {start: heuristic(start, goal)}
return None # Kein Pfad gefunden
while open_set:
current = min(open_set, key=lambda pos: f_score.get(pos, float('inf')))
if current == goal:
# Reconstruct the path
path = []
while current in came_from:
path.append(current)
current = came_from[current]
path.reverse()
return path # Return the path as a list of tuples
def find_direction(self, head, safe_positions):
# Beispielhafte Logik zur Auswahl einer Bewegungsrichtung
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
for direction, (dx, dy) in directions.items():
next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
if next_position in safe_positions:
return direction
return "up" # Standardbewegung, falls keine sichere Position gefunden wird
open_set.remove(current)
for neighbor in get_neighbors(current):
tentative_g_score = g_score[current] + 1 # Distance between neighbors is always 1
if tentative_g_score < g_score.get(neighbor, float('inf')):
came_from[neighbor] = current
g_score[neighbor] = tentative_g_score
f_score[neighbor] = g_score[neighbor] + heuristic(neighbor, goal)
if neighbor not in open_set:
open_set.add(neighbor)
def avoid_self_collision(self, future_head, body_positions):
# Überprüft, ob die zukünftige Kopfposition im Körper der Schlange liegt
return (future_head['x'], future_head['y']) not in body_positions
return None # Kein Pfad gefunden
def avoid_dead_ends(self, head, move, safe_positions, snakes):
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
dx, dy = directions[move]
future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
body_positions = set((part['x'], part['y']) for part in snakes[0]['body'])
def find_direction(self, head, safe_positions):
# Beispielhafte Logik zur Auswahl einer Bewegungsrichtung
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
for direction, (dx, dy) in directions.items():
next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
if next_position in safe_positions:
return direction
return "up" # Standardbewegung, falls keine sichere Position gefunden wird
if not self.is_future_move_safe(future_head, safe_positions, snakes) or not self.avoid_self_collision(future_head, body_positions):
for alternative_move in directions.keys():
dx, dy = directions[alternative_move]
alternative_future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
if self.is_future_move_safe(alternative_future_head, safe_positions, snakes) and self.avoid_self_collision(alternative_future_head, body_positions):
return alternative_move
return move
def avoid_self_collision(self, future_head, body_positions):
# Überprüft, ob die zukünftige Kopfposition im Körper der Schlange liegt
return (future_head['x'], future_head['y']) not in body_positions
def simulate_snake_movement(self, snakes):
future_body_positions = set()
for snake in snakes:
# Beachte, dass dies nur ein Beispiel ist und angepasst werden muss, um deine spezifische Spiellogik zu berücksichtigen
for part in snake['body'][:-1]: # Ignoriere den letzten Teil des Körpers, da er sich bewegt
future_body_positions.add((part['x'], part['y']))
return future_body_positions
def avoid_dead_ends(self, head, move, safe_positions, snakes):
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
dx, dy = directions[move]
future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
body_positions = set((part['x'], part['y']) for part in snakes[0]['body'])
def is_future_move_safe(self, future_head, safe_positions, snakes):
# Simuliere die Bewegung der Schlange und aktualisiere die Positionen des eigenen Körpers
future_body_positions = self.simulate_snake_movement(snakes)
# Konvertiere safe_positions in ein Set von Tupeln für den Flood Fill Algorithmus
safe_positions_set = set((pos['x'], pos['y']) for pos in safe_positions)
# Entferne die zukünftigen Körperpositionen aus den sicheren Positionen
safe_positions_set = safe_positions_set - future_body_positions
# Füge die zukünftige Kopfposition hinzu, um sie als Startpunkt zu verwenden
safe_positions_set.add((future_head['x'], future_head['y']))
# Berechne die Anzahl der erreichbaren sicheren Positionen von der zukünftigen Kopfposition aus
reachable_positions = self.flood_fill((future_head['x'], future_head['y']), safe_positions_set)
# Entscheide, ob die Bewegung sicher ist, basierend auf der Anzahl der erreichbaren Positionen
if not self.is_future_move_safe(future_head, safe_positions, snakes) or not self.avoid_self_collision(future_head, body_positions):
for alternative_move in directions.keys():
dx, dy = directions[alternative_move]
alternative_future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
if self.is_future_move_safe(alternative_future_head, safe_positions, snakes) and self.avoid_self_collision(alternative_future_head, body_positions):
return alternative_move
return move
fill_bool = len(reachable_positions) > len(safe_positions_set) * 0.25
if fill_bool:
return fill_bool
def simulate_snake_movement(self, snakes):
future_body_positions = set()
for snake in snakes:
# Beachte, dass dies nur ein Beispiel ist und angepasst werden muss, um deine spezifische Spiellogik zu berücksichtigen
for part in snake['body'][:-1]: # Ignoriere den letzten Teil des Körpers, da er sich bewegt
future_body_positions.add((part['x'], part['y']))
return future_body_positions
return len(safe_positions_set) >= len(snakes[0]['body'])
def is_future_move_safe(self, future_head, safe_positions, snakes):
# Simuliere die Bewegung der Schlange und aktualisiere die Positionen des eigenen Körpers
future_body_positions = self.simulate_snake_movement(snakes)
# Konvertiere safe_positions in ein Set von Tupeln für den Flood Fill Algorithmus
safe_positions_set = set((pos['x'], pos['y']) for pos in safe_positions)
# Entferne die zukünftigen Körperpositionen aus den sicheren Positionen
safe_positions_set = safe_positions_set - future_body_positions
# Füge die zukünftige Kopfposition hinzu, um sie als Startpunkt zu verwenden
safe_positions_set.add((future_head['x'], future_head['y']))
# Berechne die Anzahl der erreichbaren sicheren Positionen von der zukünftigen Kopfposition aus
reachable_positions = self.flood_fill((future_head['x'], future_head['y']), safe_positions_set)
# Entscheide, ob die Bewegung sicher ist, basierend auf der Anzahl der erreichbaren Positionen
def flood_fill(self, start, safe_positions):
stack = [start]
visited = set()
max_area = 0
max_area_start = None
fill_bool = len(reachable_positions) > len(safe_positions_set) * 0.25
if fill_bool:
return fill_bool
while stack:
position = stack.pop()
if isinstance(position, dict):
position = tuple(position.values())
else:
position = tuple(position)
return len(safe_positions_set) >= len(snakes[0]['body'])
if position not in visited:
visited.add(position)
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: # links, rechts, oben, unten
next_position = tuple([position[0] + dx, position[1] + dy])
if next_position in safe_positions:
stack.append(next_position)
def flood_fill(self, start, safe_positions):
stack = [start]
visited = set()
max_area = 0
max_area_start = None
# Überprüfe, ob der aktuelle Bereich größer ist als der bisher größte Bereich
if len(visited) > max_area:
max_area = len(visited)
max_area_start = position
while stack:
position = stack.pop()
if isinstance(position, dict):
position = tuple(position.values())
else:
position = tuple(position)
return max_area_start, visited
if position not in visited:
visited.add(position)
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: # links, rechts, oben, unten
next_position = tuple([position[0] + dx, position[1] + dy])
if next_position in safe_positions:
stack.append(next_position)
# Überprüfe, ob der aktuelle Bereich größer ist als der bisher größte Bereich
if len(visited) > max_area:
max_area = len(visited)
max_area_start = position
return max_area_start, visited